Version: 5.4

CommandAttribute

class in UnityEngine.Networking

マニュアルに切り替える

説明

This is an attribute that can be put on methods of NetworkBehaviour classes to allow them to be invoked on the server by sending a command from a client.

[Command] functions are invoked on the player object associated with a connection. This is setup in response to the "ready" message, by passing the player objec to the NetworkServer.PlayerIsReady() function. The arguments to the command call are seriialized across the network, so that the server function is invoked with the same values as the function on the client. These functions must begin with the prefix "Cmd".

using UnityEngine;
using UnityEngine.Networking;

public class Player : NetworkBehaviour {

int moveX = 0; int moveY = 0; float moveSpeed = 0.2f; void Update () { if (!isLocalPlayer) { return; } // input handling for local player only int oldMoveX = moveX; int oldMoveY = moveY; moveX = 0; moveY = 0; if (Input.GetKey(KeyCode.LeftArrow)) { moveX -= 1; } if (Input.GetKey(KeyCode.RightArrow)) { moveX += 1; } if (Input.GetKey(KeyCode.UpArrow)) { moveY += 1; } if (Input.GetKey(KeyCode.DownArrow)) { moveY -= 1; } if (moveX != oldMoveX || moveY != oldMoveY) { CmdMove(moveX, moveY); } } [Command] public void CmdMove(int x, int y) { moveX = x; moveY = y; isDirty = true; } public void FixedUpdate() { if (NetworkServer.active) { transform.Translate(moveX * moveSpeed, moveY * moveSpeed, 0); } } }

変数

channelコマンドを送信するのに使用する QoS チャンネル。詳細は QosType を参照してください。